Impossible Creatures Walkthrough :

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Page 1

IMPOSSIBLE CREATURES WALKTHROUGH
by Briareos Kerensky (briareos@inwind.it, briareos_HF), 29/06/2003 ver 1.4.
Table of Contents
1-Update History
2-History Briefing
3-Abilities Briefing
4-Base Creatures Briefing
5-Structure Briefing
6-Upgrades Briefing
7-Technological Tree
8-General Tactics
9-Multiplayer Tactics
10-Characters Briefing
11-Pre-done Armies Briefing
12-Submitted Creatures and Armies
13-Walkthrough
14-Cheats, Patches and Misc
15-Credits and misc
****************
1-UPDATE HISTORY
****************
29/06/2003-version 1.4: Walkthourgh started. Beginning to update infos to patch
1.01 and preparing the whole document to host the official "Insect Invasion"
mod. Added infos on extra animals. All you need to get them is in the new
section Cheats, Patches and Misc.
New submissions, too.
And...100kb reached and passed!
22/05/2003-version 1.3: again, sorry for the long delay, but I got really busy
with work. For this update, finished the Base Ceatures Briefing, update some
sections and corrected some mistakes. Next thing will be the walthrough.
29/03/2003-version 1.2: Sorry for the long delay, but I had some problems (only
four words: Animal - Wind - Prime - Fusion; someone might have understood, plus
an ADSL line that is giving me more problems than bytes). However, this long
delay brought the real life to a FAQ: submissions, submissions, and more
submissions. For this update, only submissions and the Abilities section, plus
minor updates.
04/03/2003-version 1.0: here is it. Finally I've put my hands on the game and
here's the first version of the walkthrough. Hope you'll enjoy it.
For now, only basic infos online, a lot more to come.
******************
2-HISTORY BRIEFING
******************
1937. After his father left him while still a baby, Rex Chance recieves a
letter from his parent; Rex's father, Dr. Eric Chanikov, was developing a
pioneristic technology still unknown to the whole world on an archipelago
belonging to Upton Julius, who was sponsoring Chanikov's researches. Chanikov,
concerned about his life, wrote to his child to see him a last time before
diyng. Rex immediately travels to the archipelago, only to found a wrecked
laboratory and some kind of animal, a mix of a Tiger and an insect, in a stasis
tube. Then, he was greeted by Upton Julius and an handful of those creatures,
this time canine beings mixed with ants. Just before getting beaten up by those
creatures, he was saved by Lucy Willing, former employee of Julius and
Chanikov's assistant riding a flying hovertrain...
********************
3-ABILITIES BRIEFING
********************
Name: Artillery Attack
Location: head, arms
Effect: artillery attacks are aimed to a place rather than a single unit, as
they are relatively slow and inaccurate. However, when impacting with the
terrain, the artillery attack produces a small "explosion" that damages
everything in the area (about a 2 in-game meters radius). Note that this
"splash damage" will affect friendly units and structures too.
Name: Barrier Destroy
Location: arms
Effect: this ability allows creature to easily destroy buildings and to almost
instantainly destroy Bramble Fences
Name: Camouflage
Location: innate
Effect: creatures with this ability will be totally invisible, unless they
attack or use their special abilities. Camouflaged units can also be detected
by other creatures with Keen Sense or Anti-Air Towers. Radar and Sonar Pulses
reveal them, too.
Name: Charge Attack
Location: rear legs
Effect: useful for close-ranged creatures and with the Horns ability. When an
attack order is issued, a creature with this ability will automatically throw
itself at the enemy, producing a more powerful strike. When an other target is
selected, the creature will do an other attack. Only the first strike to an
enemy creature will be a Charge Attack.
Name: Digging
Location: front legs, arms
Effect: the creature will dig an hole, hiding it from most creatures (Keen
Sense, Radar and Sonar Pulse will detect them) and raising its defense stat as
long as the creatures remains underground. During this period it cannot move.
Name: Electric Burst
Location: head
Effect: similar to the Artillery Attack, the Electirc Burst has the same splash
effect, but it is faster and more accurate, and each creature within the impact
radius will suffer full damage.
Name: Flight
Location: wings
Effect: the creature can fly. It is immune to the Stink Cloud effects.
Name: Frenzy
Location: innate
Effect: the creature moves faster and does more damage during close combats,
but loses defense points, making enemy attack more effective. This ability can
be turned on and off at will.
Name: Herding
Location: innate
Effect: when three or more creatures of the same kind are near, they will gain
a defensive bonus (showed by a blue sphere around each creature).
Name: High Endurance
Location: innate
Effect: makes the creature immune to slow-down effects and allows to recharge
other special abilities faster.
Name: Horns
Location: head
Effect: Horns lower enemy's defense level during close combat.
Name: Immunity
Location: innate
Effect: the creature is totally immune to Stink Cloud, Poison, Poison Touch,
Plague and Venom Spray.
Name: Keen Sense
Location: head
Effect: allows to dected Camouflaged and hidden (creatures using the Digging
ability) creatures.
Name: Leap Attack
Location: rear legs
Effect: it has the same effects of the Charge Attack, though it is somewhat
less accurate.
Name: Pack Hunter
Location: innate
Effect: when grouping three or more creatures with this ability, they will gain
an offensive bonus on all attacks; "enhaced" creatures have a red sphere around
them.
Name: Plague
Location: head
Effect: during close combat, the carrying creature can infect other creatures,
slowly but constantly draining health points until the plagued creature dies.
Plague can spread from enemy to enemy if two creatures come in contact.
Name: Poison
Location: head, tail
Effect: Poison is automatically used when the carrying creature uses the limb
with the ability on an enemy. It slows down movement and lowers damage values
for a small amount of time.
Name: Poison Touch
Location: tail
Effect: similar to Poison, the Poison Touch slow down and seriously wounds the
infected creature.
Name: Quill Burst
Location: torso
Effect: the creatures throws quills all around itself creating a deadly cloud
of needles that damages everything (including allies) within the attack
5-meters radius. Hit units are damaged and their defense stats are lowered.
Name: Regeneration
Location: innate
Effect: allows creature to regenerate its health points when not moving,
attacking or using special abilities.
Name: Sonar Pulse
Location: head
Effect: allows you to see a small portion of the map, detecting even hidden
creatures.
Name: Stink Cloud
Location: tail
Effect: creates a poisonous cloud for few seconds in a 5-meter area, slowing
down enemy units and making ranged attacks useless.
Name: Swimming
Location: tail and/or torso
Effect: the creature can swim in deep waters.
*************************
4-BASE CREATURES BRIEFING
*************************
Note: there are special/hidden creatures. That's for sure. There's a .pdf
document in the \Goodies directory describing them. I won't put them in this
section as long as I haven't discovered how to unlock them. I _suspect_ that if
you finish the game, the creatures will become available, but I'm sure of one
thing: putting the .pdf file in your Goodies directory won't unlock them. Nor
you have to pay to get them or the .pdf document. The game includes both things
for free. Do not let someone fool you with those things, really.
Name: ANT
Classification: Insect
Climate: Varied
Research Level: I
Type: Ground
Coal Cost: 78
Electricity Cost: 25
Health: 30
Defense: 39
Maximum Speed (type): 26 km/h (ground)
Sight Radius: 20
Size: 1
Melee Attacks (damage and location): Leg Attack (5, fore legs); Bite (5, head)
Ranged Attacks (damage and location): none
Abilities (location): Immunity (innate); Digging (fore legs)
Available from: mission
The Ant is perfect for rush and swarm tactics, due to its low cost, production
time and Level I research. It also has the Immunity ability which enhaces its
general value and can also work as a scout with its digging ability. However,
Ants are small, and therefore have a poor health, though it has an average
defense ratio due to its invertebrate nature.
Ants can be mixed with Rats to create a fast rush creature with the vicious
plague ability; this mix leaves the resulting creature still low on health
points, but the sheer number should overcome your enemy.
Name: ARCHER FISH
Classification: Fish
Climate: Tropical
Research Level: II
Type: Swimmer
Coal Cost: 60
Electricity Cost: 40
Health: 18
Defense: 6
Maximum Speed (type): 30 km/h (water)
Sight Radius: 30
Size: 1
Melee Attacks (damage and location): Bite (2, head)
Ranged Attacks (damage and location): Water Artillery (3, head)
Abilities (location): Swimming (Torso or Tail); Artillery (head)
Available from: mission
The only animal with the Water Artillery attack (and one of the only two
animals to have the Artillery ability at all), the Archer Fish is low-cost and
swimmer, but has very poor defense and health stats; however, the Artillery
ability, combined with its low Research Level and cost, make this fish a very
attractive for rushing armies created for ranged combat.
Archer Fishes mix well with Giraffes and Wolverines (for low level
combinatios): the first favores speed and sight radius, while the other health
and defense. Mid and High level mixes can be done with Elephants or Gorillas.
Name: ARMADILLO
Classification: Rodent
Climate: Desert
Research Level: III
Type: Ground
Coal Cost: 67
Electricity Cost: 0
Health: 65
Defense: 81
Maximum Speed (type): 18 km/h (ground)
Sight Radius: 20
Size: 2
Melee Attacks (damage and location): Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): none
Available from: mission
Armadillo have the second highest defense value of the whole game; the highest
value belongs to the Turtle, and the Armadillo has surely an advantage over the
latter: speed. Armadilloes would be totally ignored if not for their decent
ground speed value and low cost, though it is coal-based. Not particularly
powerful with is single bite attack, combinations with Armadilloes can come up
with Archer Fishes for strong artillery units or with Pincer-equipped animals
as turret destroyers.
Name: BABOON
Classification: Primate
Climate: Savannah/Tropical
Research Level: II
Type: Ground
Coal Cost: 111
Electricity Cost: 45
Health: 90
Defense: 45
Maximum Speed (type): 27 km/h (ground)
Sight Radius: 25
Size: 2
Melee Attacks (damage and location): Pummel (3, arms); Bite (4, head)
Ranged Attacks (damage and location): none
Abilities (location): Pack Hunter (innate)
Available from: mission
Baboons are fast, pack quite a close-range punch and are pack hunter, which
means that a group of them can devastate bases with weak defenses. Their cost
is high, however, and it's classified as a Level II creature, meaning that it
won't be able to keep pace with higher Level creatures.
Baboons are indicated to create fast-strike creature which base their strenght
on quantity rather than quality.
Name: BAT
Classification: Rodent
Climate: Tropical
Research Level: III
Type: Flier
Coal Cost: 56
Electricity Cost: 105
Health: 28
Defense: 12
Maximum Speed (type): 32 km/h (air)
Sight Radius: 25
Size: 1
Melee Attacks (damage and location): Bite (2, head)
Ranged Attacks (damage and location): none
Abilities (location): Sonar Pulse (head); Flight (wings)
Available from: mission
The small Bat is primarly in the game as a flying recon unit, thanks to its
Sonar Pulse and high air speed. The only attack is weak, nor Bats are able to
withstand punishment for their low starting abilities.
Name: BULL
Classification: Ungulate
Climate: Plains
Research Level: III
Type: Ground
Coal Cost: 173
Electricity Cost: 80
Health: 221
Defense: 28
Maximum Speed (type): 25 km/h (ground)
Sight Radius: 30
Size: 5
Melee Attacks (damage and location): Gore (10, head)
Ranged Attacks (damage and location): none
Abilities (location): Charge Attack (rear legs); Herding (innate); Horns (head)
Available from: mission
Bulls are good creatures for both assault and defense, though they tend to be a
little slow for hit-and-run attacks; Horns and Charge Attacks can outbalance
any creature facing them, and the Herding ability is useful if the other
creature is weak and low-cost.
Overall, Bulls are good creatures, but they suffer of the main problem of Level
III creatures: a bit too expensive, and not strong or specialized enough to
face higher-Level creatures.
Name: CAMEL
Classification: Ungulate
Climate: Desert
Research Level: I
Type: Ground
Coal Cost: 95
Electricity Cost: 5
Health: 115
Defense: 16
Maximum Speed (type): 28 km/h (ground)
Sight Radius: 20
Size: 3
Melee Attacks (damage and location): Bite (5)
Ranged Attacks (damage and location): none
Abilities (location): High Endurance (torso)
Available from: mission
The Camel is an animal that usually passed unobserved, probably because its
fame in the real world and because Zebras, for their higher speed value tend to
overshadow it. However, Camels are thougher than Zebras and cost less too,
making them good high-end Level I creatures.
They mix well with both long and close -range creatures, as they'll always
enhace their health and defense value.
Name: CHAMELEON
Classification: Reptile
Climate: Tropical
Research Level: II
Type: ground
Coal Cost: 48
Electricity Cost: 95
Health: 25
Defense: 19
Maximum Speed (type): 16 km/h (ground)
Sight Radius: 30
Size: 1
Melee Attacks (damage and location): Bite (3, head)
Ranged Attacks (damage and location): Tongue Attack (4, head)
Abilities (location): Camouflage (tail); Regeneration (innate)
Available from: mission
One of the few creatures with the Camouflage ability, the Chameleon, as with
most of the other small-sized creatures, has low health and defense ratings,
but the Regeneration ability and the presence of range attacks make this animal
a main-stay in most forces.
Chameleons mixe well with a number of creatures, though all of those mixes will
require the presence of the Chameleon's tail to include the Camouflage ability,
as this animal will surely lower health and defense ratings.
You can mix Chameleons with Dragonflies or other fast flying creatures to
create a fast moving, all-terrain scout, or with Chimpazees for a
semi-invisible artillery platform. They also mix well with Whales and other
aquatic creatures for surprise amphibious attacks, or can be mixed with
poisonous animals for dirty hit-and-run tactics.
Though less effective than other mixes, Chameleon and strong melee creatures
can be combined to create some kind of "artillery-hunters"; I've found that
Chameleons and pincer-equipped animals do not really mix well, though they can
be useful to sneak in and destroy core buildings without being noticed.
However, Sonar and Radar Pulses are always a threat for the result relatively
low-health creature, as are defensive towers and enemy creatures with Keen
Sense.
Name: CHEETAH
Classification: Feline
Climate: Savannah
Research Level: II
Type: Ground
Coal Cost: 116
Electricity Cost: 30
Health: 55
Defense: 35
Maximum Speed (type): 44 km/h (ground)
Sight Radius: 20
Size: 2
Melee Attacks (damage and location): Claws (3, fore legs), Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): Leap Attacks (real legs)
Available from: mission
Cheetahs are the fasest ground creatures in the game, and this can lead to a
number of possible modifications ideal for any role. As the manual suggest,
mixing Cheetahs with Scoprions can create a powerful hit-and-run building
destroyer, but it also possible to speed up slow creatures like Elephants and
Turtles to form moderately fast assault teams; such an high speed is also good
for camouflaged recon creatures or even fast-moving artillery boats.
Unfortunately, the Cheetah is weak and its attacks aren't the most powerful for
a Level II creature.
Name: CHIMPANZEE
Classification: Primate
Climate: Tropical
Research Level: II
Type: Ground
Coal Cost: 89
Electricity Cost: 85
Health: 65
Defense: 35
Maximum Speed (type): 28 km/h (ground)
Sight Radius: 25
Size: 2
Melee Attacks (damage and location): Pummel (2, arms); Bite (2, head)
Ranged Attacks (damage and location): Rock Artillery (3, arms)
Abilities (location): Pack Hunter (innate); Artillery (arms)
Available from: mission
The second and last animal to feature the Artillery ability, the Chimpazee is a
ground-based unit, more resistant than the ArcherFish and far more dangerous,
though it lacks swimming abilities and it has a shorter sight radius.
The Pack Hunter ability can be a dangerous addition to an Artillery unit, both
for the enemy and for friendly units: it is highly reccomended that such units
are used for attacks or well-planned defenses, where they won't hit friendly
units; be sure that if they hit something, it will be decimated in few shots.
The Chimp has two close-range attacks, not too dangerous but good for a level
II unit intended for ranged combat.
Due to their good health and defense stats, it is possible to combine
Chimpazees with flying units to create a fast-response, all-terrain artillery
unit; such Creature will alway be a bit too subject to damage, but its tactical
flexibility is undoubtlely formidable.
Name: COYOTE
Classification: Canine
Climate: Plains/Desert
Research Level: I
Type: Ground
Coal Cost: 83
Electricity Cost: 19
Health: 50
Defense: 35
Maximum Speed (type): 29 km/h (ground)
Sight Radius: 20
Size: 2
Melee Attacks (damage and location): Bite (6, head)
Ranged Attacks (damage and location): none
Abilities (location): Keen Sense (head)
Available from: mission 1
Coyotes are pratically scaled-down Wolves; they both are good all-around
creatures for their cost, and the only thing the Coyote misses is the High
Endurance ability owned by the Wolf.
As they share a good number of characteristics, Coyotes and Wolves mix well
with the same creatures, though Coyote-based breeds will always be a little
weaker than Wolf-based ones.
Name: CROCODILE
Classification: Reptile
Climate: Tropical
Research Level: IV
Type: Amphibious
Coal Cost: 226
Electricity Cost: 0
Health: 200
Defense: 35
Maximum Speed (type): 22 km/h (ground); 27 km/h (water)
Sight Radius: 20
Size: 5
Melee Attacks (damage and location): Bite (12, head); Tail Swipe (7, tail)
Ranged Attacks (damage and location): none
Abilities (location): Swimming (Torso o Tail)
Available from: mission
The Crocodile main advantage (and disadvantage) is that it doesn't require
Electricity - and the burden to produce this animal is only on Coal.
Being a Level IV creature, the Crocodile is very powerful, and its disadvantage
lies only in production costs: reasonably fast on ground and a good swimmer,
the Crocodile boasts tow powerful attacks and a good defense ratio, with normal
sight values.
The Crocodile is amphibious, so mixes with Crocodiles would often be able to
cross water bodies; It is almost obligatory to keep a Crocodile's head for its
vicious bite; animals with the Regeneration and/or Charge Attack/Leap Attack
abilities should be preferred as the Crocodile is an exceptional assault
creature, and a creature with one of the abilities above is clearly a superior
strike unit. Unfortunately, every Crocodile breed will tend to be slow on
ground.
Name: DRAGONFLY
Classification: Insect
Climate: Plains
Research Level: III
Type: Flier
Coal Cost: 82
Electricity Cost: 90
Health: 18
Defense: 25
Maximum Speed (type): 35 km/h (air)
Sight Radius: 25
Size:1
Melee Attacks (damage and location): Swoop Attack (6, fore legs); Bite (4,
head)
Ranged Attacks (damage and location): none
Abilities (location): Flight (wings)
Available from: mission
The only flying insect in the game, the Dragonfly is also the flier with the
highest defense value, but with the lowest health. Dragonflies have also strong
attacks and are fast, but tend to be good recon creatures has they will
inevitably reduce the other creature's health to intolerably low levels.
Name: EAGLE
Classification: Bird
Climate: Plains/Artic
Research Level: III
Type: Flier
Coal Cost: 99
Electricity Cost: 75
Health: 81
Defense: 9
Maximum Speed (type): 29 km/h (air)
Sight Radius: 40
Size: 4
Melee Attacks (damage and location): Talons (4, rear legs); Bite (2, head)
Ranged Attacks (damage and location): none
Abilities (location): Flight (wings)
Available from: mission
The elegant Eagle is fast and with an above-average sight radius, and still has
good attacks and health values; it has low defense values, but it's something
that all flying creatures have, so it is not a real drawback.
Eagles mixes well with artillery-able Creatures or for normal long-range
attackers, as they'll be able to spot enemies before almost eveything else and
to quickly retreat to a safe place for cares.
Name: ELECTRIC EEL
Classification: Eel
Climate: Tropical
Research Level: III
Type: Swimmer
Coal Cost: 99
Electricity Cost: 115
Health: 37
Defense: 2
Maximum Speed (type): 36 km/h (water)
Sight Radius: 25
Size: 2
Melee Attacks (damage and location): Bite (4, head)
Ranged Attacks (damage and location): Lightining Attack (8, head)
Abilities (location): Electric Burst (tail); Swimming (torso or tail)
Available from: mission
The Eel is a dedicated long-range fighter. It has very low health and defense
stats, its close-range attacks are poor for a Level III unit but its Lighting
Attack, an unique ability, makes this fish probably the best long-range fighte
in the game: unlike the Artillery, the Lighting Attack aims a precise target
and damage every single unit near it; this attack is similar to the more
widespread Artillery, but it's more powerful and faster, making even fast units
very susceptible to those attacks.
Combining Eels with bigger animals with very high Health and Defense stats,
such as Turtles and Elephants, is necessary to contrast the Eel's natural low
stast.
This animal has a relatively high cost in electricity, and a moderately high
cost in Coal units, but if used cleverly, it can turn the tides of the battle.
Name: ELEPHANT
Classification: Pachyderm
Climate: Savannah
Research Level: V
Type: Ground
Coal Cost: 296
Electricity Cost: 125
Health: 440
Defense: 45
Maximum Speed (type): 18 km/h (ground)
Sight Radius: 15
Size: 8
Melee Attacks (damage and location): Gore (16, head)
Ranged Attacks (damage and location): none
Abilities (location): Charge Attack (rear legs); Herding (innate); Horns (head)
Available from: mission
One of the biggest and healthiest animals in the game, the Elephant is clearly
intended as THE base for ground assault creatures. It has Horns and Charge
Attacks, two abilities that are very useful for spearheading forces and can
gain a bonus for its already high defense when near other Elephant-based
Creatures thanks to the herding. Its single gore attack, though close-ranged,
deals good damage, nor its cost is too high for what you get. Unfortunately
Elephants are slow, but adeguated to its mass.
Mixing Elephants with big acquatic animals such as the Killer or the Sperm
Whale, will increase its defense, health and tactical flexibility, and will
give it long-range ability.
An other working mix is with Scorpions or Lobsters: the resulting Creature will
be able to attack anything with minimum problems, plus it will gain either the
Poison or Regenerate ability, both very useful for front-line units.
Name: GIRAFFE
Classification: Ungulate
Climate: Savannah
Research Level: II
Type: Ground
Coal Cost: 137
Electricity Cost: 0
Health: 135
Defense: 12
Maximum Speed (type): 30 km/h (ground)
Sight Radius: 35
Size: 4
Melee Attacks (damage and location): Kick (5, rear legs); Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): none
Available from: mission
The best things about the Giraffe are its high ground speed and extreme sight
radius; combined with its average health and defense, the Giraffe is a good
base for artillery/long-range and recon Creatures; it is not really geared
toward combat, though it has two close-range attacks, and its entire cost
weights on coal.
Giraffes mixes well with Archer Fishes: the whole body from a Giraffe will
grant good close-range defense and some speed, head and tail from the Fish will
grant artillery and amphibious capabilities.
Name: GORILLA
Classification: Primate
Climate: Tropical
Research Level: III
Type: Ground
Coal Cost: 169
Electricity Cost: 45
Health: 165
Defense: 35
Maximum Speed (type): 22 km/h (ground)
Sight Radius: 30
Size: 3
Melee Attacks (damage and location): Pummel (10, arms); Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): Herding (innate)
Available from: mission
The best Level III animal for close-combat creatures; Gorillas feature one
strong Pummel attack and a not-so-strong Bite attack, and can increase their
already good defense with the Herding ability; they also have a fairly decent
ground speed. As you might have understood, Gorillas tend to be quite expensive
to produce and as all Level III creatures tend to be overshadowed by other
animals belonging to Level IV and V, though when massive used, Gorilla-based
armies can usually do some major damage even to the highest-level base.
Mixes with Crocodiles are surpisingly good. A Crocodile head replaces the
original Bite attack with one four times stronger, keeps ground speed
inalterate and increase health and defense. Adding the Crocodile's tail also
give the resulting Creature a third attack and the ability to swim through
water bodies, which drastically increase the Creature's tactical value.
Name: GREAT WHITE SHARK
Classification: Fish
Climate: Varied
Research Level: IV
Type: Swimmer
Coal Cost: 299
Electricity Cost: 55
Health: 327
Defense: 35
Maximum Speed (type): 36 km/h (ground)
Sight Radius: 15
Size: 7
Melee Attacks (damage and location): Bite (19, head)
Ranged Attacks (damage and location): none
Abilities (location): Frenzy (innate); Immunity (innate)
Available from: mission
This fish overshadows its cousin, the Hammerhead Shark and is head-to-head with
the Killer Whale for a medium-Level acquatic Creature. Where the Killer Whale
is an all-around animal, the Great White Shark is focused on pure combat.
Immune to almost all "dirty" attacks and able to even enhace its attack power,
the Shark is a powerhouse, though is has a high price, but still in the average
for Level IV creatures.
Name: GRIZZLY BEAR
Classification: Bear
Climate: Plains/Artic
Research Level: III
Type: Ground
Coal Cost: 136
Electricity Cost: 0
Health: 140
Defense: 19
Maximum Speed (type): 29 km/h (ground)
Sight Radius: 20
Size: 3
Melee Attacks (damage and location): Claws (6, fore legs); Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): none
Available from: mission 03
Grizzly Bears and Polar Bears are very similar. Grizzly Bears costs less and
are faster, and that's all. When resources aren't a problem, Grizzly Bears are
usually ignored for their Polar cousins, though even when resources are low,
the higer tactical value of Polar Bears usually make them usueless.
Name: HAMMERHEAD SHARK
Classification: Fish
Climate: Tropical
Research Level: II
Type: Swimmer
Coal Cost: 143
Electricity Cost: 25
Health: 90
Defense: 26
Maximum Speed (type): 35 km/h (water)
Sight Radius: 20
Size: 4
Melee Attacks (damage and location): Bite (12, head)
Ranged Attacks (damage and location): none
Abilities (location): Immunity (innate); Keen Sense (head); Swimming (torso or
tail)
Available from: mission
The Hammerhead Shark, like other creatures, thend to be overshadowed by more
aggressive acquatic Creatures like the Killer Whale. It is not has healthy as
the Whales, but has a good defense value, it's fast and the cost is affordable.
It is very good for scouting as it has keen senses and for low-Level amphibious
creatures, but do not overextimate this Shark.
Name: HIPPOPOTAMUS
Classification: Ungulate
Climate: Savannah
Research Level: IV
Type: Amphybious
Coal Cost: 239
Electricity Cost: 75
Health: 260
Defense: 50
Maximum Speed (type): 16 km/h (ground); 22 km/h (water)
Sight Radius: 15
Size: 6
Melee Attacks (damage and location): Bite (16, head)
Ranged Attacks (damage and location): none
Abilities (location): Charge Attack (rear legs); Herding (innate); Swimming
(torso or tail)
Available from: mission
Name: HORNET
Classification: Insect
Climate: Plains
Research Level: III
Type: Flyer
Coal Cost: 73
Electricity Cost: 140
Health: 30
Defense: 15
Maximum Speed (type): 35 km/h (air)
Sight Radius: 25
Size: 1
Melee Attacks (damage and location): Bite (1, head); Sting (3, tail)
Ranged Attacks (damage and location): none
Abilities (location): Flight (wings); Immunity (innate); Poison (tail)
Available from: mission
An other flying isect, the Hornet is not much different from the Dragonfly,
thought it loses power in attacks to gain Immunity and Poison. If considere
the Dragonfly useless, however, you'll find that the Hornet is nothing better.
Name: HYENA
Classification: Canine
Climate: Desert
Research Level: II
Type: Ground
Coal Cost: 107
Electricity Cost: 55
Health: 81
Defense: 25
Maximum Speed (type): 26 km/h (ground)
Sight Radius: 25
Size: 3
Melee Attacks (damage and location): Bite (9, head)
Ranged Attacks (damage and location): none
Abilities (location): Keen Sense (head); Pack Hunter (innate)
Available from: mission
The main problem with the Hyena is that's easil ignored for the cheaper Wolves
or Mountain Lions or by the faster Cheetah.
In spite of this, the Hyena is a pretty well-balanced animal; it does not excel
in nothing, but doesn't have a true weakness, if not that its balance itself,
good for Level II units, but not enough for stronger animals.
Name: KILLER WHALE
Classification: Aquatic Mammal
Climate: Artic
Research Level: III
Type: Swimmer
Coal Cost: 199
Electricity Cost: 130
Health: 210
Defense: 12
Maximum Speed (type): 38 km/h (water)
Sight Radius: 25
Size: 9
Melee Attacks (damage and location): Bite (11, head)
Ranged Attacks (damage and location): Sonic Attack (9, head)
Abilities (location): Sonar Pulse (head); Swimming (torso or tail)
Available from: mission
Surely one of the best acquatic animals in the game, the Killer Whale is indeed
geared toward combat, with a powerful bite attack and an always useful range
attack. It is also reasonably fast and with a very good health value, though
its defense it low.
All of this come for an high price, however. Not high as a Sperm Whale, though,
but still high, which can make you rethink about developening a Killer
Whale-based creature and wait for the Sperm Whale and increasing your
artillery-capable creatures.
However, Killer Whales are surely useful, especially when mixed up with strong
ground creatures such Bears or Rhino, which will increase its defense. The
other creature will gain a powerful Bite and a ranged attack, the swimming
ability and the ability to scan portions of the map due to the Sonar Pulse.
Name: KOMODO DRAGON
Classification: Reptile
Climate: Tropical
Research Level: III
Type: Ground
Coal Cost: 123
Electricity Cost: 125
Health: 100
Defense: 32
Maximum Speed (type): 22 km/h (ground)
Sight Radius: 15
Size: 3
Melee Attacks (damage and location): Swipe (4, fore legs); Bite (8, head)
Ranged Attacks (damage and location): none
Abilities (location): Poison (head); Poison Touch (tail); Regeneration (innate)
Available from: mission
The Komodo Dragon is very particular. It is not durable as most Level III
creatures are, but can regenerate, which is very good for evey kind of creature
you are going to create. Also, it has both Posion abilities and quite good
health and defense values, which can turn it in an optimal assault creature,
even against higher-Level creatures, if mixed up with Level IV or V creatures.
It has low speed and sight radius values, as every assault creature.
Name: LEMMING
Classification: Rodent
Climate: Artic
Research Level: I
Type: Ground
Coal Cost: 46
Electricity Cost: 10
Health: 32
Defense: 17
Maximum Speed (type): 23 km/h (ground)
Sight Radius: 15
Size: 1
Melee Attacks (damage and location): Bite (4)
Ranged Attacks (damage and location): none
Abilities (location): Digging (fore legs)
Available from: mission 02
The Rat's big brother. Faster and stronger and with a more powerful attack, the
Lemming isn't exactly the first animal you'll use to create any creature: it
lacks the Rat's Plague ability and everything else from all creatures. It's
still a low-cost creature, but almost useless.
Name: LIONESS
Classification: Feline
Climate: Savannah
Research Level: III
Type: Ground
Coal Cost: 150
Electricity Cost: 75
Health: 128
Defense: 30
Maximum Speed (type): 32 km/h (ground)
Sight Radius: 25
Size: 4
Melee Attacks (damage and location): Claws (5, fore legs); Bite (5, head)
Ranged Attacks (damage and location): none
Abilities (location): Leap Attacks (rear legs); Pack Hunter (innate)
Available from: mission
The Lioness is basically a grown-up version of the Moutain Lion, with more
powerful attacks and more abilities, though it is an other Level III animal
easily overlooked for stronger or more specialized ones.
Name: LOBSTER
Classification: Crustacean
Climate: Varied
Research Level: II
Type: Amphibious
Coal Cost: 76
Electricity Cost: 50
Health: 35
Defense: 65
Maximum Speed (type): 16 km/h (ground); 24 km/h (water)
Sight Radius: 10
Size: 1
Melee Attacks (damage and location): Bite (3, head); Pincers (5, arms)
Ranged Attacks (damage and location): none
Abilities (location): Barrier Destroy (arms); Regeneration (innate); Swimming
(torso or tail)
Available from: mission 04
Amphibious, with Pincers and able to regenerate. For being a Level II creature,
the Lobster has a great variety of special abilities that makes this crustacean
unique. It pays those abilities with a very small size and low health and
defense values, all of which can be increased by mixing it with Bears or bigger
creatures to create an almost perfect close-range assault unit, able to
regenerate over time and particularly effective in taking down buildings.
Mixing it with flying units is almost useless, as it won't be as effective in
taking down buildings.
Also, try to use other animals with greater sight radius, as the Lobster is
very limited in this stat.
Name: MOUNTAIN LION
Classification: Feline
Climate: Artic
Research Level: II
Type: Ground
Coal Cost: 98
Electricity Cost: 30
Health: 65
Defense: 45
Maximum Speed (type): 33 km/h (ground)
Sight Radius: 25
Size: 2
Melee Attacks (damage and location): Claws (3, fore legs); Bite (5, head)
Ranged Attacks (damage and location): none
Abilities (location): Leap Attack (rear legs)
Available from: mission 01
Mountain Lions are a cheaper version of Wolves; they have less health (but more
defense) and less powerful attacks (though they have two) and only the Leap
Attack ability, as with most felines. They cost less, however, and take less
time to being produced.
All creatures that mix well with Wolves mix well with Mountain Lions, too,
especially Wolverines, as they increase their health value.
Name: MUSK OX
Classification: Ungulate
Climate: Artic
Research Level: III
Type: Ground
Coal Cost: 138
Electricity Cost: 95
Health: 160
Defense: 39
Maximum Speed (type): 24 km/h (ground)
Sight Radius: 25
Size: 4
Melee Attacks (damage and location): Gore (8, head)
Ranged Attacks (damage and location): none
Abilities (location): Herding (innate); Horns (head)
Available from: mission 03
Musk Oxes and Bulls are alike, but Musk Oxes benifits of an higher defense and
more powerful attack, but lacks the Bull's Charge Attack ability, which severly
limits its usefulness for swift attacks.
Name: PANTHER
Classification: Feline
Climate: Tropical
Research Level: III
Type: Ground
Coal Cost: 148
Electricity Cost: 30
Health: 120
Defense: 39
Maximum Speed (type): 37 km/h (ground)
Sight Radius: 25
Size: 3
Melee Attacks (damage and location): Claws (5, fore legs); Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): Leap Attack (rear legs)
Available from: mission
Pratically a slower but stronger version of the Cheetah, with the same strong
and weak points, more or less.
Name: PIRANHA
Classification: Fish
Climate: Tropical
Research Level: II
Type: Swimmer
Coal Cost: 148
Electricity Cost: 30
Health: 21
Defense: 3
Maximum Speed (type): 33 km/h (ground)
Sight Radius: 15
Size: 1
Melee Attacks (damage and location): Bite (6, head)
Ranged Attacks (damage and location): none
Abilities (location): Frenzy (innate); Pack Hunter (innate); Swimming (torso or
tail)
Available from: mission
The tiny Piranha is a sharp contrast to the massive Sperm Whale, and it has a
very diffente role, too. The Piranha, as in the real world, is best when
combined to other low-cost Creatures, to enhace its strenght as a Pack Hunter.
Mixing hit with other fishes, like the Hammerhead Shark, should result in a
nasty sea swimmer (remember to have large groups of them , though). Ground
animals do not really mix well with Piranhas, as they will tend to be pretty
weak Creatures.
Name: POISON FROG
Classification: Reptile
Climate: Tropical
Research Level: III
Type: Ground
Coal Cost: 54
Electricity Cost: 90
Health: 35
Defense: 20
Maximum Speed (type): 20 km/h (ground)
Sight Radius: 35
Size: 1
Melee Attacks (damage and location): Bite (1, head)
Ranged Attacks (damage and location): Tongue Attack (3, head)
Abilities (location): Poison Touch (tail)
Available from: mission
Very atipical. The Poison Frog isn't able to swim, but can Poison enemies if it
gets close enough to them. And that's the problem, the Frog is pretty weak and
its strongest attack, which reflect this, is ranged.
This makes the Poison Frog almost useless, as the Komodo Dragon, an other Level
III Creature, might not have a ranged attack, but has both Poison-based
attacks, stronger base attacks and is healthier.
Name: POLAR BEAR
Classification: Bear
Climate: Artic
Research Level: III
Type: Amphibious
Coal Cost: 166
Electricity Cost: 0
Health: 155
Defense: 35
Maximum Speed (type): 23 km/h (ground); 24 km/h (water)
Sight Radius: 25
Size: 3
Melee Attacks (damage and location): Claws (8, fore legs); Bite (3, head)
Ranged Attacks (damage and location): none
Abilities (location): Swimming (torso or tail)
Available from: mission 04
When compared to the Grizzly Bears, Polar Bears are clearly superior: they can
swim, have a more powerful Claw attack and are stronger. They do are slower on
the ground and their entire cost is based on Coal, but the latter is a feature
that the Grizzly Bears have, too. Not that the gap is a lot larger, too, only
30 Coal units.
Name: PORCUPINE
Classification: Primate
Climate: Tropical
Research Level: II
Type: Ground
Coal Cost: 73
Electricity Cost: 70
Health: 55
Defense: 45
Maximum Speed (type): 18 km/h (ground)
Sight Radius: 20
Size: 2
Melee Attacks (damage and location): Bite (3, head); Tail Strike (2, tail)
Ranged Attacks (damage and location): Quill Throw (5, head)
Abilities (location): Quill Burst (torso)
Available from: mission 01
The typical long-range animals. Porcupines are not strong, nor have powerful
close-range attacks, but are one of the first Creatures with long-range attacks
you'll be able to produce, which isn't that bad, considering also that Level I
creatures like Wolves, Mountain Lions or Wolverines can enhace it health, the
surprisingly high defense value (for an animale of its Level) and close-in
attacks.
The Quill Burst attack can prove quite devastating, very useful if your
Porcupines are going to fall: as the Burst damages everything in its area of
effect, it would be better to use it as soon as your Creatures have a very low
energy bar, so that even their death will spread damage to the enemy's
close-range Creatures.
Name: PRAYING MANTIS
Classification: Insect
Climate: Plains
Research Level: II
Type: ground
Coal Cost: 57
Electricity Cost: 45
Health: 27
Defense: 4
Maximum Speed (type): 24 km/h (ground)
Sight Radius: 15
Size: 1
Melee Attacks (damage and location): Bite (3, head); Claws (5, arms)
Ranged Attacks (damage and location): none
Abilities (location): Immunity (leap); Leap Attack (rear legs)
Available from: mission
Tiny and almost defenseless, the Praying Mantis is indeed an aggressive insect,
with Leap Attack and strong attacks for a Level II creature of its size. It is
also reasonably fast and its costs are limited, which is good for mass-produced
Creatures that base thier strenght more on quantity than quality. Unfortunately
it lacks the Regenerate ability, but it is Immune to Poison-based attacks.
Mixing with Rhinoceroses are extremely useful, has both animals have a
Charge/Leap Attack which will limit the loss of attack power of the resulting
Creature, and the second Creature will increase the Mantis' low health and
defense values, in exchange of an higher ground speed.
Name: RAM
Classification: Ungulate
Climate: Artic
Research Level: III
Type: Ground
Coal Cost: 114
Electricity Cost: 125
Health: 105
Defense: 35
Maximum Speed (type): 25 km/h (ground)
Sight Radius: 20
Size: 3
Melee Attacks (damage and location): Gore (8, head)
Ranged Attacks (damage and location): none
Abilities (location): Charge Attack (rear legs); Herding (innate); Horns (head)
Available from: mission 03
Rams are typical Level III creatures: they have a good variety of abilities,
but lacks variegated and powerful attacks when compared to Level IV and V
creatures, which can posses the exact abilites, only with better remaining
stats. Costs are strangely high (more than 110 units in both Coal and
Electricity), which limits the usefulness of the animal to produce good mixes.
Name: RAT
Classification: Rodent
Climate: Varied
Research Level: I
Type: Ground
Coal Cost: 28
Electricity Cost: 50
Health: 21
Defense: 19
Maximum Speed (type): 18 km/h (ground)
Sight Radius: 20
Size: 1
Melee Attacks (damage and location): Bite (2, head)
Ranged Attacks (damage and location): none
Abilities (location): Plague (head)
Available from: mission
Rats are low-cost, cannon fodder units useful if you like to play dirt: their
Plague ability can wreak havoc in the enemy's army, as it is being able to
"soften up" all creatures before an all-out attack. However, every other animal
mixed with the Rat will find all of its value severly lowered. If used cleverly
(which means not to overuse it for roles which is not well-suited) the Rat can
prove quite useful, but be sure that the enemy's army is not composed only of
Regenerable or Immune creatures.
Name: RHINOCEROS
Classification: Ungulate
Climate: Savannah
Research Level: IV
Type: Ground
Coal Cost: 227
Electricity Cost: 80
Health: 300
Defense: 50
Maximum Speed (type): 20 km/h (ground)
Sight Radius: 15
Size: 7
Melee Attacks (damage and location): Gore (13, head)
Ranged Attacks (damage and location): none
Abilities (location): Charge Attack (rear legs); Horns (head)
Available from: mission
Big, strong and powerful, that's what the Rhino is. A good replacement for
Elephants in full-assault units, the Rhino is surely expensive but is
nevertheless one of the best additions to your army for assault units. The
Horns and its Charge Attack can be devastating to all enemy creatures.
Name: SCORPION
Classification: Arachnid
Climate: Desert
Research Level: III
Type: Ground
Coal Cost: 75
Electricity Cost: 75
Health: 35
Defense: 68
Maximum Speed (type): 18 km/h (ground)
Sight Radius: 15
Size: 1
Melee Attacks (damage and location): Bite (4, head); Pincers (5, arms)
Ranged Attacks (damage and location): none
Abilities (location): Barrier Destroy (arms); Poison (tail)
Available from: mission
Scorpions are though. They ahve Pincers, which give them an edge over
buildings, high defense values, good standard attacks and the ability to poison
enemies. Their costi is low for a Level III creature, too. What can be wrong
with Scorpions? First, low health, then low speed and last a small sight
radius. The latter can be simply ignored, Scorpions are born to be part of an
assault force, so leave scouting to other creatures. The low speed, as the
manual suggest, can be increased by combining it with a Cheetah, though Lions
or Tigers would be better: the resulting creature will be slower, but will
surely have an high health value which is more important than speed for an
assault creature. For thier Poison ability, Scorpions tend to be part even of
Level IV and V armies, bbut "declassed" as hit-and-run animals, as they won't
surely be able to withstand a frontal assault by those creatures.
Name: SKUNK
Classification: Rodent
Climate: Plains
Research Level: I
Type: Ground
Coal Cost: 58
Electricity Cost: 50
Health: 52
Defense: 6
Maximum Speed (type): 25 km/h (ground)
Sight Radius: 15
Size: 2
Melee Attacks (damage and location): Bite (4, head)
Ranged Attacks (damage and location): none
Abilities (location): Stink Cloud (tail)
Available from: mission 01
Skunks aren't intended for combat, as they can barely withstand attacks for
fellow Level I Creatures. However, they do not cost too much and are the only
animals able to create a Stink Cloud which can negates ranged attacks, a very
useful ability when assaulting enemy forces on a fortified positions (where
he/she is more likely to place long-range units as defense).
I do not recomend to mix Skunks with animals belonging to Levels higher than
the second, as the benefits of the Stink Cloud won't be enough to justify the
loss of powerful attacks (or abilities) and lowering of health and defense
values.
As for animals that goes well with it, Wolves and Mountain Lions, pretty
aggressive Level I Creatures, can raise the Skunk's low attack and defense
stats.
Name: SNAPPING TURTLE
Classification: Reptile
Climate: Plains
Research Level: V
Type: Amphibious
Coal Cost: 183
Electricity Cost: 0
Health: 122
Defense: 90
Maximum Speed (type): 14 km/h (ground); 22km/h (water)
Sight Radius: 10
Size: 3
Melee Attacks (damage and location): Bite (12, head)
Ranged Attacks (damage and location): none
Abilities (location): Swimming (torso or tail)
Available from: mission
The Turtle is the animal with the highest defense rating in the game, topping
with 90 points (9 more than the Armadillo), and has a decent health rating; its
main disadvanteage is speed, however, though it can cross water bodies; an
other disadvantage is that it requires a relatively high amount of coal and is
available only at the highest Research Level.
As with the Armadillo, the Snapping Turtle is susceptible to only the strongest
close-range attacks and quill-based ranged attacks; its relatively-damaging
Bite and amphibious ability make it ideal for mixing with Elephants or Rhinos,
both high-end creatures with some serious close-range damage values.
Combinatios with artillery units is possible, though will make them available
too late in the game.
Name: SNOWY OWL
Classification: Bird
Climate: Artic
Research Level: III
Type: Flier
Coal Cost: 71
Electricity Cost: 75
Health: 44
Defense: 15
Maximum Speed (type): 25 km/h (air)
Sight Radius: 40
Size: 2
Melee Attacks (damage and location): Talons (2, rear legs)
Ranged Attacks (damage and location): none
Abilities (location): Flight (wings)
Available from: mission 04
Not particularly strong, fast or powerful, the Snowy Owl's good things are its
low price and that it's a flying creature. It is ideal for scouting duties,
combined to a Chameleon; combining it to a creature to obtain a fighting animal
is pretty hard, as the Owl will end in lowering that creature's health and
defense.
Try to use the Owl only for specialized non-combat duties, other fliers are
better suited for combat tha the little Owl.
Name: SPERM WHALE
Classification: Aquatic Mammal
Climate: Varied
Research Level: V
Type: Swimmer
Coal Cost: 306
Electricity Cost: 130
Health: 420
Defense: 29
Maximum Speed (type): 30 km/h (water)
Sight Radius: 30
Size: 10
Melee Attacks (damage and location): Bite (12, head)
Ranged Attacks (damage and location): Sonic Attack (15, head)
Abilities (location): Sonar Pulse (head); Swimming (torso or tail)
Available from: mission
The biggest (but noth the healthier) animal in the games, the Whale is a
powerhouse in almost all stats, even cost and Research Level. For an animal of
its size it has a good speed value (though limited to water), lots of hit
points and two powerful attacks that cover all fighting ranges. It misses only
legs and Pincers.
Oh yes, I find Whales very useful when combined with Lobsters or Scorpions,
which both increase the already high health and defense values and makes the